Alan Kay (Disney Imagineering Fellow) – Alan Kay Interview (Jan 1990)


Chapters

00:00:00 Early Perceptions and Experiences of Computing
00:03:49 Early Conceptions and Challenges of Personal Computing
00:06:29 Early History of Time Sharing and User Interaction
00:11:14 Early Glimpses of Computer Heaven
00:19:10 Engelbart's Pioneering Vision of Personal Computing
00:22:41 The Evolution of Personal Computing
00:24:54 Early Attempts at Personal Computing: From Mainframes to Personal Automobiles
00:31:37 From Engelbart to Kay: The Evolution of Personal and Intimate Computing
00:41:03 Computers as Pocket Universes
00:43:57 History of the Computer as a Meta-Media
00:49:12 Literacy in the Age of Computers
00:54:46 Xerox's Long-Range Research Center: A Gathering of Brilliant Minds
00:59:29 Origins and Early Designs of the Alto Computer
01:06:41 Cognitive Psychology's Impact on User Interface Design
01:17:11 Theatrical User Interfaces: The Art of User Illusion
01:19:25 The Birth of the Xerox Alto: A Landmark in Computing History
01:24:09 Innovation of the Bitmap Display
01:28:15 The Rise and Fall of Xerox PARC: A Pioneering Chapter in Computing
01:38:59 Early Personal Computing: A Perspective from PARC
01:41:01 The Journey of User Interfaces: From Xerox PARC to the Macintosh
01:47:42 The Tacit Knowledge of Computers
01:50:34 Computer Memory and Logic Trade-Offs
01:52:34 Conceptualizing Software Machines: From Basic Functions to Virtual Machines
01:55:57 Early History of the Universal Machine
02:01:54 Programming Paradigms and Virtual Machines
02:07:15 Tools, Agents, and the Intimate Way of Relating to Computers
02:12:57 The Dynabook Concept: A Pervasive, Seamless Computing Experience
02:16:22 Future-Forward Education: Learning with Technology
02:24:32 Common Sense and Artificial Intelligence
02:27:21 Artificial Intelligence: The Pursuit of Human-Like Intelligence
02:32:54 Predicting the Future of Computing
02:36:20 Cultural Significance of the Computer
02:38:58 Media's Impact on Civilization
02:42:07 Challenges of Technological Innovations in Society

Abstract

Updated Article: The Evolution of Computing: From Early Computers to the Future of Human-Computer Interaction

Abstract:

This article traces the transformative journey of computing, ranging from massive early machines to the evolving human-computer interaction of today. It explores key stages, including batch processing, early visions of computing, the rise of personal computing, the conceptualization of computers as meta-media, and the significance of Xerox PARC’s innovations. The discussion also delves into the complexity of programming paradigms, the influence of tools and agents on human capabilities, and the promising future of intimate computing with agents. The article emphasizes the profound impact of computing on human creativity, perception, and adaptability, suggesting that its future holds even more transformative potential.

1. The Dawn of Computing Era

The journey of computing began with massive, costly machines primarily employed for computational tasks. Their size and purpose-specific design limited broader applications. This period was characterized by a factory-like approach known as batch processing, where computing tasks were processed in limited runs, often leading to delays in results.

2. Human Perception and Early Visions

Initially, these large machines were shrouded in an aura of mythology and awe. Gradually, a shift occurred, viewing computers as potential partners. Early visions of computing diverged into two schools of thought: intelligence amplification and networked information utilities. Innovators like Ivan Sutherland and Doug Engelbart played pivotal roles in this era, with Sutherland’s Sketchpad laying the groundwork for modern computer graphics and Engelbart’s system, demonstrated in 1968, pioneering features like the mouse and hypertext.

3. Personal Computing and Its Challenges

Attempts at personal computing in these early stages faced various limitations. Systems like the Flex Machine, designed for biomedical research, were restricted in storage and programming capabilities. Personal computers of the time were compared to the Model T, and while they brought new dimensions to computing, they were not yet user-friendly, especially for children.

4. Breakthroughs at Xerox PARC

A significant leap in computing came with the founding of Xerox PARC, which created a miniaturized ARPA community. This center was instrumental in developing groundbreaking technologies like the graphical user interface (GUI), Ethernet, and the concept of the Dynabook. PARC’s focus on studying human factors led to the design of user-friendly systems, significantly influencing future technological developments.

PARC’s Opinions on 8-Bit Machines:

Xerox PARC’s Alan Kay believed 16-bit machines were necessary for the advanced software and capabilities PARC envisioned. In contrast, Larry Tesler was more optimistic about the possibilities of 8-bit machines.

Kay’s Regret Over Early Microcomputer Development:

Kay expressed regret over the early proliferation of microcomputers due to the negative impact on computing standards. He believed delaying their introduction until 1984 or later would have allowed for better standards to be established.

VisiCalc: A Notable Exception:

Despite his criticism, Kay acknowledged the significance of VisiCalc, an exceptional application that demonstrated the potential of microcomputers for practical use.

Comparison to Early 1960s Computing:

Kay drew parallels between the capabilities of early 8-bit microcomputers and the limited computing power of the early 1960s. Both eras were characterized by weak machines and rudimentary operating systems.

Alan Kay’s Reflections:

Kay emphasized the significance of PARC’s work in demonstrating the potential for a different approach to human-computer interaction. He described the Lisa as an aesthetically pleasing design that showcased the power of the 16-bit 68000 processor, while acknowledging the Macintosh’s success as a more practical compromise. Kay acknowledged the vindication of PARC’s ideas through the subsequent history of computing, but he cautioned against considering it a complete victory.

The Limitations of Graphical User Interfaces:

Kay expressed skepticism about the ultimate value of graphical user interfaces, arguing that they may not represent the best long-term solution for interacting with computers. He observed that many people still struggle with basic interactions with computers, even with the widespread adoption of GUIs.

The Macintosh and MS-DOS:

Kay highlighted the pivotal moment when Apple bet its future on the Macintosh, despite the dominance of MS-DOS at the time. He acknowledged the intuitive appeal of the Macintosh’s graphical interface, but expressed uncertainty about the reasons for its broader acceptance over MS-DOS.

5. The Computer as Meta-Media

Computers were envisioned as the first meta-media, capable of simulating all other media forms, leading to a cultural shift akin to the invention of writing or printing. This period also saw the conceptualization of computers as tools capable of creating “pocket universes” with different physical laws, thus extending the boundaries of human perception and creativity.

6. Evolution of User Interfaces

The development of user interfaces underwent a significant transformation at Xerox PARC. The Alto computer, a pioneering machine, introduced features like bitmap displays and overlapping windows. These advancements laid the foundation for future personal computing devices like the Macintosh and various software categories.

7. The Future Directions in Human-Computer Interaction

The future of human-computer interaction, as envisioned by pioneers like Alan Kay, includes a seamless connection to a global information network and a more intimate, casual relationship with technology. This vision extends to education, where technology is seen as a tool to amplify children’s interests and learning experiences.

8. The Role of Common Sense and Science in Computing

The relationship between common sense, science, and technology is intricate. While common sense provides a continuity and context, science often contradicts it by presenting concepts outside the sensory domain. The role of AI and virtual reality in this context is to expand our common sense and provide new ways of interacting with and understanding the world.

Educational Vision and the Role of Technology:

Alan Kay believes that children should be actively involved in creating ecologies and studying real animals and plants to develop a deeper understanding of the natural world. He criticizes the disconnect between children’s games and the content-rich activities of adults, which leads to a lack of engagement and motivation in learning. Kay emphasizes the importance of parental involvement in fostering healthy schools and creating a supportive environment where technology can amplify children’s natural curiosity and drive for exploration. He acknowledges the potential of artificial intelligence projects like the Psych Project in generating new ideas for representing knowledge and fostering innovation in education.

Common Sense and Artificial Intelligence:

Common sense provides a fabric for understanding and reasoning that allows us to navigate between areas of expertise, while expert systems often lack this fabric and face abrupt failures when venturing outside their specific domain. Art, similar to common sense, tells the truth through a lie by providing a coherent framework for understanding the world, even if it may not be entirely accurate. Computers can potentially expand our common sense by providing sensory contact with things beyond our normal perception, such as exploring a cell or experiencing dramatic situations. Science often contradicts common sense by dealing with phenomena outside our sensory domain, but it nevertheless provides a valuable framework for understanding the world. Artificial intelligence has been useful in many areas, and some of the most creative and eccentric people in AI have made significant contributions to the field.

Prediction, Virtual Reality, and Artificial Intelligence:

Extrapolation has been the least effective method of prediction in the 20th century. Virtual reality can offer immersive experiences beyond the normal senses, appealing to those who may not enjoy the current reality. Certain types of content, like action-packed movies, are easy to create in virtual reality. Many AI problems from the 1950s and 1960s are now taught in computer engineering courses, but strong human-like intelligence in AI remains a distant goal. There is motivation to understand human intelligence and explore alternative ways to achieve it, potentially at a higher level of abstraction than the neuronal level. Nature’s biochemical processes are inefficient compared to human-designed chemical processes, suggesting that a neuronal level simulation may not be necessary for artificial intelligence. Virtual reality enables real thought experiments, but simulations can also lead to incorrect conclusions or misleading interpretations.

9. The Sociocultural Impact of Computing

The article concludes by reflecting on the sociocultural implications of computing. The adoption of new technologies is often hindered by various cultural and social barriers. However, societies that embrace diverse perspectives and are flexible in their thinking have an advantage in innovation and adopting new technologies.

In essence, the evolution of computing is not just a technological journey but a reflection of human creativity, perception, and adaptability. The future of computing, intertwined with human experience, promises to continue shaping our world in profound ways.

Supplementary Update:

Reading Difficulty and Concentration

The amount of concentration required to read well varies significantly, with some individuals reading a book a day while others struggle to process large amounts of reading material. This phenomenon is akin to the varying degrees of concentration needed for activities like tennis and music, which become effortless with practice.

Ideas from Laboratories to Commercial Use

Surprisingly, the time it takes for ideas to move from laboratories to the commercial world can be lengthy. This is attributed to various types of inertia, both positive and negative, that impact the pace of adoption. Even groundbreaking ideas may take decades to emerge in the marketplace.

Cutting Down the Time for Ideas to Commercialize

Currently, there is no clear solution for accelerating the transition of ideas from research settings to commercial applications. To achieve this, individuals need to cultivate an interest in multiple perspectives and remain open to concepts beyond their current worldview. Monotheistic religious backgrounds and narrow-minded approaches to ideas can hinder the acceptance of innovative concepts.

Japanese Flexibility and the Future

The Japanese culture’s ability to accommodate diverse religions and ideas simultaneously offers a distinct advantage. In the future, civilizations that embrace diversity in ideas and perspectives will be better positioned to thrive.


Notes by: ZeusZettabyte